Last updated on 23 April, 2025.

The Churchill Mk.VI is a tier 6 British heavy tank. Its essentially a Churchill Mk. VII, but better in every way. This tank is extremely well armoured, has an amazing gun with great DPM, and has good mobility, though its top speed is very limited.
- Armour
- Playing against a Churchill Mk.VI
- Gun
- Mobility
- Equipment, provisions, & consumables
- Gameplay advice
- Overall
- Is it worth getting?
- Most recently sold for:
- Camo cost:
- Historical note:
Armour
(The Churchill Mk. VI in the images is using Enhanced Armour)
Image slider may take a few seconds to load


Drag slider Right –> to view 147mm AP
Drag slider <– Left to view 210mm APCR
Flat ground:
Upper left plate 152mm
Upper right plate 176mm
Mid angled plate 290-300mm
Lower plate 152mm
Turret face 180-225mm
Gun mantlet 172-340mm
The left image shows facing head-on, the right image shows the tank slightly over-angled.

vs 147mm AP
Sidescraping
As with all Churchills, the Mk. VI is very good at sidescraping.
The tracks coming all the way forward allows you to expose your gun, but fully hide the lower plate
The side armour is 76mm, which is pretty good for tier 6, and it can over-angle slightly, like shown here and above.
VS tier 5:
No tier 5 tank can penetrate the front of the Churchill Mk. VI with standard ammo, even when its not angling.
Even when enemies use premium ammo, your tank can still bounce most shells without angling.
Angling ensures that even the highest penetration guns of tier 5 will struggle against the lower plate and upper left plate of this tank.
VS tier 6:
Tier 6 tanks will be able to deal with the frontal armour of the Churchill better, with quite a few heavy tanks being able to penetrate the lower plate when its not angled.
The lower and upper plates are still extremely strong, and most mediums (including a few heavies) will be unable to penetrate the front of the tank, even without angling.
The lower plate requires over 150mm penetration to go through reliably, and the upper left plate requires more around 158mm (if using enhanced armour then enemies will need even more penetration).
The turret is very strong, even against high penetration premium ammo. The only weakpoints are the roof, and the left and right of the gun mantlet. The mantlet shows up as half red, but its over 340mm thick.
VS tier 7:
Tier 7 tanks will still really struggle with the frontal armour of this tank. Heavy tanks will be able to penetrate the hull much more reliably, but the turret will still be very strong, with the edges and mantlet being impenetrable.
Against lower penetration tanks such as MT and LT, the armour will hold up in the same way as against tier 6 enemies Tier 6 HT and tier 7 MT/LT have the same penetration levels).
Angling the armour will greatly help the Churchill to bounce more shots, as you can actually hide a large part of the upper and lower plate, due to how far forward the tracks come.
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Playing against a Churchill Mk.VI
Armour behind tracks:
This is a well-known weakpoint on the Churchills, but don’t fall for it. On this tank if you hit the tracks, the weakest armour you have to deal with is 207mm, this area can be as strong as 330mm.
Turret roof:
This is an exploitable weakpoint. Its only 25mm thick, meaning any gun larger than 75.1mm will be able to overmatch this armour plate.
Sidescraping:
There is a sidescraping weakpoint on the Churchill Mk. VI, and that is the bar of armour on the side of the tank, directly below the turret.
This is only 50mm thick (70mm total if you hit the track), and you will never see this highlighted, as its behind the track cover.
This bar is weaker than the rest of the side, and it will also be at a worse angle, as its further back on the tank.
Rear plate spaced armour:
Due to the exhaust being in the rear plate, there is a 25mm spaced box protecting it. The rear armour is 50mm, so make sure to shoot under the tank’s exhaust area if you want to penetrate a HE shell.
Red side armour:
The rear wheel, the side hatch, the front wheel, and the area right above the road wheels, are all highlighted red. These are all thick pieces of armour, so try avoid shooting them. These are all between 145-170mm thick, and that’s when the tank isn’t angled

Don’t shoot the red areas. These are not fake armour highlights, your shot will bounce off.
Gun
The Churchill Mk. VI mounts a 75mm gun
-Damage per shot is 160 on AP, 135 on APCR, and 200 on HE.
-Reload time is 4.6s, giving it 2106 DPM
-Penetration is 145mm on AP, 202mm on APCR, and 38mm on HE
–Estimated aim time is 3.0s/3.2s
–Base aim time is 2.3s, but it can get down to 1.77s.
-Dispersion is 0.326/0.293
–Gun handling is 0.18/0.18/0.1, or 0.16/0.16/0.09 with Vertical Stabilizer.
-Gun depression is -6 degrees
This is an amazing gun in tier 6, one of the beast weapons on any heavy tank. Though it has low alpha, the Churchill Mk. VI makes up for it by having amazing accuracy, gun handling, DPM, and reload time. Its penetration and aim time are also quite good.
Gun depression isn’t the best, but its also not bad. -6 is far better than any other Churchill in tier 6, and it generally doesn’t struggle in battle.
This gun just feels very reliable and consistent, being able to so easily and quickly hit shots, and keep enemies perma-tracked.
Mobility
-Top speed is 20km/h, reverse is -12km/h.
-Traverse speed is 30.58 deg/s on hard terrain, and 25.9 deg/s on medium terrain.
-In game acceleration rate is shown as 12.1 hp/t, it has a fairly weak 483 horsepower engine for its 40 ton weight.
-Actual acceleration rate is 11 hp/t on hard terrain, and 9.3 hp/t on medium terrain.
–Ground resistances are 1.1/1.3/1.8
Overall the mobility of the Churchill Mk. VI is good, but it just has a very limited top speed. It accelerates quickly, has decent traverse speeds, and a fairly average reverse speed. The tank is slow over long distances, but when its quite mobile considering its armour.
(A tank being mobile and a tank being fast are very different things. This tank is fairly mobile, but not fast)
Equipment, provisions, & consumables
Churchill Mk.VI has no special provisions/consumables.
Gun rammer:
The strength of Churchill tanks lies in their high DPM and RoF. These tanks also don’t lack penetration, and therefore calibrated shells on these tanks is just wasted.
Gun rammer is extremely useful to the gameplay of this tank, as it generally has less damage per shot than other tanks, it often is able to put in 2-3 shots while the enemy tank is reloading. With rammer, the tank has a 4.6s reload with 160 alpha, giving it 2106 DPM.
Enhanced Armour:
Just as with other Churchill tanks, this one benefits greatly from enhanced armour. Its armour is very flat but also very thick, and the tank already has high base HP at 1200.
Enhanced armour mainly benefits these areas:
Upper left plate from 152mm -> 158mm
Upper right plate from 176mm -> 183mm
Lower plate from 152mm -> 158mm
Turret face from 180mm -> 186.5mm
Hull side armour from 76mm -> 79mm
This takes the armour up to quite an insane level, where even most tier 7 tanks will have quite a hard time dealing with a properly angled Churchill. Enhanced armour just helps with getting far more bounces in battle, especially on the lower and upper plate where the armour is just about the same level as the enemy penetration.
Enhanced armour also importantly stops 76mm guns from overmatching the roof, as the roof armour will increase to 26mm, meaning only guns over 78.1mm in caliber can overmatch it.
Improved Control:
The Churchill Mk. VI has a very limited 20km top speed, and it also has the strongest engine of a Churchill tank. This means it never struggles to reach its top speed, as its top speed is just so low.
This tank will benefit more by having better traverse speed, which helps it to maintain speed around corners, and angle its armour to enemies quicker.
Using improved control will increase traverse speed by roughly 1 deg/s, its not very noticeable, but the extra engine power from engine accelerator is less useful than that extra 1 deg/s traverse.
Vertical Stabilizer:
The Churchill Mk. VI has great accuracy of 0.326, even without using refined gun. Its one of the most accurate tier 6 tanks and definitely doesn’t need to improve the accuracy.
This tank will also generally be fighting in close ranges, where tanks don’t even need good accuracy to perform well. The improved gun handling that vertical stabilizer gives is far more helpful to the tank, as it can so easily just snap in shots without needing to aim much. Vertical stabilizer also really benefits this tank as it has such a fast reloads, and needs the improved after-shot-bloom to remain accurate when firing many shots on reload.
Gameplay advice
The Churchill Mk.VI plays just like the other Churchill tanks in the game (it could also be compared to an AT 2 or AT 8’s gameplay, but with a turret).
General gameplay:
The preferable flank for the Churchill Mk. VI is the heavy flank, where its slower mobility won’t be as much of a disadvantage. On the heavy flank there are also generally more chances to sidescrape, and your tank’ high RoF and DPM really stand out.
If you must go to the medium flank (such as in a battle where you’re the only heavy), then the tank can still perform fairly well. It has a quicker reload than even medium tanks, which can often catch them off guard, and the armour will work much better against the lower penetration of mediums.
The speed will struggle on the medium flank, so you have to drive smart. If possible, keeping closer to the middle of the map is a good idea, as it means you can get to any are of the map quicker than if you went to the edge.
Watch your teammates:
Sometimes the team just has a change of plan and decides to randomly retreat or change flanks. If you notice this or if you can predict it being about to happen, then you should react immediately. The Churchill is very limited in its speed, and changing flanks is not a quick or easy tanks in such a tank.
Sometimes you may not be able to change flanks, you may just have to react to the situation by finding a better position to try and hold off the enemies from, and perhaps your last stand will give your allies enough time to win the other flank and come back to win the battle.
Don’t stop moving:
As with all slow tanks, you should never stop moving in this tank. It takes a while to get anywhere on the map, so you should just hold down your forward button until you find an enemy.
Your tank is too slow to be constantly stopping to try and find some odd long range shot, or to play passively. You have to play the tank by continuously pushing forward and being aggressive.
Know the strengths and use them:
Your tank has a very quick reload, its got great accuracy, high DPM, and incredible armour. When you do finally get to the frontline and find some enemies to shoot, you can deal damage very quickly, and generally come out with little damage taken.
Try to get in 2-3 shots per 1 shot the enemy shoots. Its more helpful to know the reload time of some enemies, this way you can trade damage optimally according to your reload time.
Churchill Mk. VI’s reload is exactly 4.56s, so putting in 2 shots will take 4.56s, 3 shots will take 9.12s, and 4 shots will take 13.68s. With these numbers and knowledge of the enemy’s reload, you can make the most favourable trades for your tank.
Sidescrape/Angle:
As shown in the armour section of this review, the Churchill Mk. VI is very proficient with angling and sidescraping its armour.
This benefits the tank as it will increase the hull frontal armour, and also partially hide the upper and lower plates behind the tracks. When you have no cover, angling will be the easiest way to get bounces, often down to enemies expecting to be able to penetrate the lower plate.
Sidescraping just hides both the upper and lower plate of the tank. If enemies try to hit there, they will hit the tracks and deal no damage. In a sidescrape the Churchill Mk. VI only has 2 weakpoints, the roof and the inner side armour (mentioned in the armour section).
Over-angle:
Over-angling is a very effective use of the armour (over-angling is when you turn the tank past the 70 degree auto-ricochet mark), as enemies often expect the side armour to become penetrable when its past the 70 degree angle, and often enemies will shoot the sides and bounce off due to this.
Use this tactic against same and lower tier enemies, but not the higher penetration tier 7 tanks, as generally they will be able to penetrate.
The Churchill Mk. VI essentially features the same gameplay as any 20km/h, armoured British tank. It should never stop driving until it reaches the frontline, and once it reaches the frontline it should never stop shooting.
Overall
Overall the Churchill Mk. VI is just a powerhouse in tier 6. It only really has one downside, which is its limited top speed.
Other than that, everything is amazing. Frontal armour with no weakpoint, great side armour, a very strong turret, along with good general mobility (though at low speed). The gun has incredible accuracy, DPM, reload time, and gun handling.
Is it worth getting?
Any player who enjoys strong armour and very quick reloads on their tanks will be able to enjoy this tank. Its a very easy tank to use due to its amazing gun and armour, with essentially no frontal weakpoint and being able to angle so easily. Good players will be able to mitigate the low speed by using good positioning in maps utilizing lines of fire.
This is just a very strong heavy tank overall, but if you hate slow tanks then you may not enjoy this one.
The Churchill Mk. VI is worth 5,000 gold. This is one of the strongest tier 6 tanks, and its arguably overpowered. Its armour is so strong that it can easily stand up to tier 7 tanks, its gun is just good in every area, and its general mobility isn’t bad, it doesn’t struggle with turning or accelerating. For all of this, it only has 1 drawback, which is its speed.
Most recently sold for:
1,500 gold (tank & equipment) – Blitz Birthday event, June 2023
Armoured Cavalry event reward – April 2025
Camo cost:

The Churchill Mk. VI currently has no legendary or rare camouflages.
Historical note:
The Churchill Mk. VI was a real tank, and the tank in game is largely accurate.
This tank was a direct upgrade from the Churchill Mk. IV, keeping the same hull and turret, but receiving a 75mm gun and a few other minor improvements on the tank.
Some versions of this tank had a large flat plate as an external mantlet (which all Churchills lacked), this is the version we have in game.
Before buffs, the Churchill Mk. VI had the correct 350 BHP Bedford twin-six engine. Now being buffed twice on its engine power, the tank has a 420 BHP engine, which is inaccurate.
Also before buffs, the tank had the correct 152mm armour on its turret front, though its hull was slightly stronger than in real life, with a 152mm plate on the left, instead of the correct 89mm.
